mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 12:44:46 +00:00
Added initial behavior for ImageAssets to hold a list of GFX resources of different texture profiles to avoid mem leaks with incorrect-typed usages Added function to ImageAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found Added function to ShapeAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found Disabled fields for dynamic and static shadowmap refresh rates Moved noShape model to core/rendering/shapes to place it in a more logical module position Added an include to avoid undefined type compile error and removed unneeded semicolon from zone code Added call to reload probe textures when a reloadTextures call is made Adjusted default directional light shadowmap settings to not be as extreme Added utility function to probe manager to allow any class to request a 'best fit' list of probes that would affect a given location, allowing other classes such as fog or particles to utilize IBL. Also updated probeManager's forward rendering to utilize same function to reduce code duplication. Shifted shape loader code to utilize assimp for loader consistency and testing Changed render bin used for SSAO postfx so it runs at the right time Made Core_Rendering module scan for assets Updated loose file references to a number of assets to follow proper formatting Refactored asset import code to follow a more consistent object heirarchy structure on importing assets, allowing more reliable cross-referencing between inbound items Updated asset import logic for materials/images so that they properly utilize ImageType. Images correctly save out the assigned image type, materials reference the images' type to know what map slot they should be used in. Importer logic also updated to better find-and-add associated images based on type. Cleaned up a bunch of old, outdated code in the asset importer Added initial handling for in-place importing of files without needing to process them through the UI. Added ability to edit module script from RMB context menu if torsion path is set Updated list field code for variable inspector to utilize correct ownerObject field
233 lines
6.6 KiB
C++
233 lines
6.6 KiB
C++
/*
|
|
Open Asset Import Library (assimp)
|
|
----------------------------------------------------------------------
|
|
|
|
Copyright (c) 2006-2020, assimp team
|
|
|
|
|
|
All rights reserved.
|
|
|
|
Redistribution and use of this software in source and binary forms,
|
|
with or without modification, are permitted provided that the
|
|
following conditions are met:
|
|
|
|
* Redistributions of source code must retain the above
|
|
copyright notice, this list of conditions and the
|
|
following disclaimer.
|
|
|
|
* Redistributions in binary form must reproduce the above
|
|
copyright notice, this list of conditions and the
|
|
following disclaimer in the documentation and/or other
|
|
materials provided with the distribution.
|
|
|
|
* Neither the name of the assimp team, nor the names of its
|
|
contributors may be used to endorse or promote products
|
|
derived from this software without specific prior
|
|
written permission of the assimp team.
|
|
|
|
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
|
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
|
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
|
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
|
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
|
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
|
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
|
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
|
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
|
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
|
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
|
|
----------------------------------------------------------------------
|
|
*/
|
|
|
|
/** @file Definition of a helper step that processes texture transformations */
|
|
#ifndef AI_TEXTURE_TRANSFORM_H_INCLUDED
|
|
#define AI_TEXTURE_TRANSFORM_H_INCLUDED
|
|
|
|
#include <assimp/BaseImporter.h>
|
|
#include "Common/BaseProcess.h"
|
|
|
|
#include <assimp/material.h>
|
|
#include <list>
|
|
|
|
struct aiNode;
|
|
struct aiMaterial;
|
|
|
|
namespace Assimp {
|
|
|
|
#define AI_TT_UV_IDX_LOCK_TBD 0xffffffff
|
|
#define AI_TT_UV_IDX_LOCK_NONE 0xeeeeeeee
|
|
|
|
|
|
#define AI_TT_ROTATION_EPSILON ((float)AI_DEG_TO_RAD(0.5))
|
|
|
|
// ---------------------------------------------------------------------------
|
|
/** Small helper structure representing a shortcut into the material list
|
|
* to be able to update some values quickly.
|
|
*/
|
|
struct TTUpdateInfo {
|
|
TTUpdateInfo() AI_NO_EXCEPT
|
|
: directShortcut(nullptr)
|
|
, mat(nullptr)
|
|
, semantic(0)
|
|
, index(0) {
|
|
// empty
|
|
}
|
|
|
|
//! Direct shortcut, if available
|
|
unsigned int* directShortcut;
|
|
|
|
//! Material
|
|
aiMaterial *mat;
|
|
|
|
//! Texture type and index
|
|
unsigned int semantic, index;
|
|
};
|
|
|
|
|
|
// ---------------------------------------------------------------------------
|
|
/** Helper class representing texture coordinate transformations
|
|
*/
|
|
struct STransformVecInfo : public aiUVTransform {
|
|
STransformVecInfo() AI_NO_EXCEPT
|
|
: uvIndex(0)
|
|
, mapU(aiTextureMapMode_Wrap)
|
|
, mapV(aiTextureMapMode_Wrap)
|
|
, lockedPos(AI_TT_UV_IDX_LOCK_NONE) {
|
|
// empty
|
|
}
|
|
|
|
//! Source texture coordinate index
|
|
unsigned int uvIndex;
|
|
|
|
//! Texture mapping mode in the u, v direction
|
|
aiTextureMapMode mapU,mapV;
|
|
|
|
//! Locked destination UV index
|
|
//! AI_TT_UV_IDX_LOCK_TBD - to be determined
|
|
//! AI_TT_UV_IDX_LOCK_NONE - none (default)
|
|
unsigned int lockedPos;
|
|
|
|
//! Update info - shortcuts into all materials
|
|
//! that are referencing this transform setup
|
|
std::list<TTUpdateInfo> updateList;
|
|
|
|
|
|
// -------------------------------------------------------------------
|
|
/** Compare two transform setups
|
|
*/
|
|
inline bool operator== (const STransformVecInfo& other) const
|
|
{
|
|
// We use a small epsilon here
|
|
const static float epsilon = 0.05f;
|
|
|
|
if (std::fabs( mTranslation.x - other.mTranslation.x ) > epsilon ||
|
|
std::fabs( mTranslation.y - other.mTranslation.y ) > epsilon)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (std::fabs( mScaling.x - other.mScaling.x ) > epsilon ||
|
|
std::fabs( mScaling.y - other.mScaling.y ) > epsilon)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (std::fabs( mRotation - other.mRotation) > epsilon)
|
|
{
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
inline bool operator!= (const STransformVecInfo& other) const
|
|
{
|
|
return !(*this == other);
|
|
}
|
|
|
|
|
|
// -------------------------------------------------------------------
|
|
/** Returns whether this is an untransformed texture coordinate set
|
|
*/
|
|
inline bool IsUntransformed() const
|
|
{
|
|
return (1.0f == mScaling.x && 1.f == mScaling.y &&
|
|
!mTranslation.x && !mTranslation.y &&
|
|
mRotation < AI_TT_ROTATION_EPSILON);
|
|
}
|
|
|
|
// -------------------------------------------------------------------
|
|
/** Build a 3x3 matrix from the transformations
|
|
*/
|
|
inline void GetMatrix(aiMatrix3x3& mOut)
|
|
{
|
|
mOut = aiMatrix3x3();
|
|
|
|
if (1.0f != mScaling.x || 1.0f != mScaling.y)
|
|
{
|
|
aiMatrix3x3 mScale;
|
|
mScale.a1 = mScaling.x;
|
|
mScale.b2 = mScaling.y;
|
|
mOut = mScale;
|
|
}
|
|
if (mRotation)
|
|
{
|
|
aiMatrix3x3 mRot;
|
|
mRot.a1 = mRot.b2 = std::cos(mRotation);
|
|
mRot.a2 = mRot.b1 = std::sin(mRotation);
|
|
mRot.a2 = -mRot.a2;
|
|
mOut *= mRot;
|
|
}
|
|
if (mTranslation.x || mTranslation.y)
|
|
{
|
|
aiMatrix3x3 mTrans;
|
|
mTrans.a3 = mTranslation.x;
|
|
mTrans.b3 = mTranslation.y;
|
|
mOut *= mTrans;
|
|
}
|
|
}
|
|
};
|
|
|
|
|
|
// ---------------------------------------------------------------------------
|
|
/** Helper step to compute final UV coordinate sets if there are scalings
|
|
* or rotations in the original data read from the file.
|
|
*/
|
|
class TextureTransformStep : public BaseProcess
|
|
{
|
|
public:
|
|
|
|
TextureTransformStep();
|
|
~TextureTransformStep();
|
|
|
|
public:
|
|
|
|
// -------------------------------------------------------------------
|
|
bool IsActive( unsigned int pFlags) const;
|
|
|
|
// -------------------------------------------------------------------
|
|
void Execute( aiScene* pScene);
|
|
|
|
// -------------------------------------------------------------------
|
|
void SetupProperties(const Importer* pImp);
|
|
|
|
|
|
protected:
|
|
|
|
|
|
// -------------------------------------------------------------------
|
|
/** Preprocess a specific UV transformation setup
|
|
*
|
|
* @param info Transformation setup to be preprocessed.
|
|
*/
|
|
void PreProcessUVTransform(STransformVecInfo& info);
|
|
|
|
private:
|
|
|
|
unsigned int configFlags;
|
|
};
|
|
|
|
}
|
|
|
|
#endif //! AI_TEXTURE_TRANSFORM_H_INCLUDED
|